[3.2] Fix shader crash if pass const argument to 'out/inout' parameter
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087a83fd54
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474b178534
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@ -883,6 +883,9 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, const Map<String
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if (r_data_type) {
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*r_data_type = p_builtin_types[p_identifier].type;
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}
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if (r_is_const) {
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*r_is_const = p_builtin_types[p_identifier].constant;
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}
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if (r_type) {
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*r_type = IDENTIFIER_BUILTIN_VAR;
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}
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@ -2962,7 +2965,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
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}
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bnode = bnode->parent_block;
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}
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int function_index = -1;
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//test if function was parsed first
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for (int i = 0; i < shader->functions.size(); i++) {
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if (shader->functions[i].name == name) {
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@ -2973,6 +2976,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
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break;
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}
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}
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function_index = i;
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break;
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}
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}
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@ -2994,6 +2998,54 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
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}
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completion_class = TAG_GLOBAL; // reset sub-class
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if (function_index >= 0) {
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FunctionNode *call_function = shader->functions[function_index].function;
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if (call_function) {
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for (int i = 0; i < call_function->arguments.size(); i++) {
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int argidx = i + 1;
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if (argidx < func->arguments.size()) {
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if (call_function->arguments[i].qualifier == ArgumentQualifier::ARGUMENT_QUALIFIER_OUT || call_function->arguments[i].qualifier == ArgumentQualifier::ARGUMENT_QUALIFIER_INOUT) {
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bool error = false;
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Node *n = func->arguments[argidx];
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if (n->type == Node::TYPE_CONSTANT || n->type == Node::TYPE_OPERATOR) {
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error = true;
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} else if (n->type == Node::TYPE_ARRAY) {
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ArrayNode *an = static_cast<ArrayNode *>(n);
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if (an->call_expression != nullptr || an->is_const) {
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error = true;
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}
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} else if (n->type == Node::TYPE_VARIABLE) {
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VariableNode *vn = static_cast<VariableNode *>(n);
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if (vn->is_const) {
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error = true;
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} else {
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StringName varname = vn->name;
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if (shader->constants.has(varname)) {
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error = true;
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} else if (shader->uniforms.has(varname)) {
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error = true;
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} else {
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if (p_builtin_types.has(varname)) {
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BuiltInInfo info = p_builtin_types[varname];
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if (info.constant) {
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error = true;
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}
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}
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}
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}
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}
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if (error) {
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_set_error(vformat("Constant value cannot be passed for '%s' parameter!", _get_qualifier_str(call_function->arguments[i].qualifier)));
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return nullptr;
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}
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}
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} else {
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break;
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}
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}
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}
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}
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expr = func;
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} else {
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@ -4729,6 +4781,18 @@ String ShaderLanguage::_get_shader_type_list(const Set<String> &p_shader_types)
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return valid_types;
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}
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String ShaderLanguage::_get_qualifier_str(ArgumentQualifier p_qualifier) const {
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switch (p_qualifier) {
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case ArgumentQualifier::ARGUMENT_QUALIFIER_IN:
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return "in";
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case ArgumentQualifier::ARGUMENT_QUALIFIER_OUT:
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return "out";
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case ArgumentQualifier::ARGUMENT_QUALIFIER_INOUT:
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return "inout";
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}
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return "";
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}
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Error ShaderLanguage::_validate_datatype(DataType p_type) {
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if (VisualServer::get_singleton()->is_low_end()) {
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bool invalid_type = false;
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@ -761,6 +761,7 @@ private:
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Node *_parse_and_reduce_expression(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types);
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Error _parse_block(BlockNode *p_block, const Map<StringName, BuiltInInfo> &p_builtin_types, bool p_just_one = false, bool p_can_break = false, bool p_can_continue = false);
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String _get_shader_type_list(const Set<String> &p_shader_types) const;
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String _get_qualifier_str(ArgumentQualifier p_qualifier) const;
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Error _parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types);
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